extends Node
class_name Skill
enum {
	ON_USE,
	ON_DAMAGE,
	ON_INIT
}
enum {
	ACITVE,
	PASSIVE
}
var id:String
var skill_name:String
var descriptions:String
var effect:String
var is_active:int
var triggle:int
var params:Array
var buffers:Dictionary

func _init(_data:Dictionary) -> void:
	id = _data.id
	skill_name = _data.name
	descriptions = _data.descriptions
	effect = _data.effect
	is_active = _data.is_active
	triggle = _data.triggle
	buffers = _data.buffers
	params = _data.params.duplicate()
func use(_targets:Array):
	pass

func apply_effect(_targets:CharacterBody2D):
	pass
